|
![](/i/fill.gif) |
On 11/03/2011 1:36 PM, Jim Holsenback wrote:
>>
>> Note that mm_per_unit it is a global_setting, not a default ;-)
>
> Yep ... realize that. I guess /global/ should have been my 1st clue ...
> eh? While we're on the subject, having mm_per_unit in globals just seems
> counter-intuitive. I'm sure there's a technical reason for having it
> there, or maybe when the feature was implemented it just wasn't
> considered that there could be a case of having more than one sslt
> object of different scale in a scene. Since scaling (generalized NOT
> sslt) is either attached to a material, texture, pigment or object
> wouldn't it make more sense to have it on a per object bases ie:
>
> object {
> ....
> finish {
> subsurface { translucency color mm_per_unit float }
> }
> }
I recognise your train of thought. :-)
What I think we need to do is scale both the subsurface values and the
texture, independently but related. (If that makes sense)
texture {
pigment { colour}
finish {
subsurface { scattering, absorption }* Scale_for_SSLT
}
scale Scale_for_Texture
}
PS I notice that you forgot to put your subsurface values in the RC3
format :-P
--
Regards
Stephen
Post a reply to this message
|
![](/i/fill.gif) |